Starfinder Level 15 Playtest, Shimmerstone Mine (Inactive)

Game Master DoubleGold

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8-07 Map DungeonMaster

Dot in.


8-07 Map DungeonMaster

Shim-Tek hires the player characters (PCs) to enter their shimmerstone mine on Vesk-8 and perform a search and rescue mission. Over the last few days, news of bloody riots erupting in shimmerstone mines across the planet has gone viral, causing the tag #shattering to trend across social media platforms and the infosphere. Smooth-talking Sobok (suave male vesk corporate liaison) serves as the PCs’ contact with Shim-Tek. He briefs the PCs on their mission in a modern but impersonal meeting room at Shim-Tek headquarters, listing their priorities in order: find and rescue the miners, and investigate the cause of the disturbance. Additionally, Sobok provides the PCs with the last message the Shim-Tek mine transmitted before their comms crashed yesterday: “All shall bathe in the blood of the birth.” Sobok has no idea what the message means.
During this meeting, Sobok admits that other shimmerstone mines on the planet have experienced riots in the last few days but claims that Shim-Tek’s miners have “no valid reason to riot or revolt, and certainly no reason to incite violence.” If asked for clarification, Sobok claims that the working conditions and pay at Shim-Tek’s shimmerstone mine are well above average for mining in the Veskarium, and that all miners in the company’s employ have a generous health and benefits package.
Computers (Access Infosphere),
Mining Lore, Society, or Veskarium
Lore (Recall Knowledge)


A borai man named Ray types a few strokes into his datapad.

Computers: 1d20 + 28 ⇒ (3) + 28 = 31


Male Medium humanoid (Vesk) Soldier 15 | HP 235/235 | AC ** | Ft +27 ; Rf +24 ; Wi +23 | Perc. +21 ; Stealth +22 ; Darkvision | Speed 20 ft | Active conditions: None.

A vesk male looking at his datapad and reminds his own experience about mining.

Mining Lore: 1d20 + 25 ⇒ (4) + 25 = 29

Second Seekers (Luwazi Elsebo)

Host Shirren (winged) (Perception +24, AC 34, Fort +23, Reflex +24, Will +26, HP 205/205, Vitality Network 25/66) Mystic (Elemental) 15

A host shirren with a bottle-green carapace puzzles over the situation, "Shimmerstone, shimmerstone... what does shimmerstone have to do with a birth? I don't believe the veskaroum has a birthstone custom... so other current events, then... maybe a target of opportunity? A mining operation must be full of weaponizable equipment if it's actually an underfunded antagonist... No, no, it still doesn't add up easily."

Society: 1d20 + 20 ⇒ (8) + 20 = 28


8-07 Map DungeonMaster

Success Shimmerstone is a blue crystal which emanates a tranquil aura and is mined only on the icy planet of Vesk-8. Despite the best efforts of Veskarium corporations and politicians with investments in shimmerstone futures, the psychically active mineral hasn’t become a lucrative export. While not the most profitable mining corporation on Vesk-8, Shim-Tek is known for fair treatment of its employees and for its generous employee benefits.
There is only 3 of you, I need the 3 of you to work together to create a 4th character to even this out. Just agree on together which class it should be before continueing then have some designate a character for it, sorry about the wait, but the situation with my computer makes this hard.

crit success in case the new character gets it:
Critical Success As success, but they also know that bloody
riots have erupted in shimmerstone mines across Vesk-8.
This phenomenon has gone viral across the infosphere as
#shattering, despite attempts by Veskarium sensors to
suppress the information. A few notable videos capture
miners turning against one another and their superiors
indiscriminately while nearby shimmerstone deposits
inexplicably glow red.

When that is done, you are doing a flight path. One character the rest can aid, I'll just put down what happens or can happen because of my situation with the computer crashed.
The mine is a 4-hour flight by enercopter away from Shim-Tek’s headquarters. After an hour of travel, a snowstorm howls around the PCs’ vehicle, worsening to near white-out conditions as they approach the mine’s coordinates. As the white-out overtakes their enercopter, the PCs must succeed at a DC 34 Piloting check to stay on course and land safely. Other PCs can Aid this check by succeeding at a Piloting check to Navigate or a Nature or Survival check to account for the weather. On a success, the PCs land safely outside the mine. On a failure, the PCs crash outside the mine, and each PC is dealt
2d12+13 bludgeoning damage in the collision.On a critical failure, the enercopter crashes before reaching the mine; each PC is dealt 4d12+26 bludgeoning damage and must complete the journey over land. This forces the PCs to spend 1 hour traveling outside in extreme cold conditions. Extreme cold deals 1d6 cold damage for every 10 minutes of exposure.

Second Seekers (Luwazi Elsebo)

Host Shirren (winged) (Perception +24, AC 34, Fort +23, Reflex +24, Will +26, HP 205/205, Vitality Network 25/66) Mystic (Elemental) 15

Knowing he isn't the most skilled pilot on board, K'zish rushing to the sensors, trying to make sense of the storm pattern. "Hold, on, getting you wind speed updates now! It looks like it's coming in pulses! Next is in 3... 2... 1... Mark!"

Nature to Aid (Legendary proficiency): 1d20 + 28 ⇒ (4) + 28 = 32


8-07 Map DungeonMaster

You still have time to create that operative, but..
Alright, I'm going to roll piloting check and figure it out later. Whoever is piloting you are level 15 and trained would make you a minimum 17. That assumes 10 dex and just trained. If the Pilot has anything less than a +17 you are screwed cause that means nobody is trained in piloting.
piloting: 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27 includes the aid. dc is 34 which is 7 difference. The operative is usually an expert or master at this level, maybe legendary. The dex is 18 or higher at this level unless it was a melee operative. Actually with 3 boosts, even if you started with 16 dex, you'd still reach a dex of 20. And since you don't level up, starting with 16 and pushing it to 20 with 3 boosts is optimal. So 27+5 is 32. I'm assuming the operative is at the very least expert even if not finished making the 34.
You land safely.
SHIM-TEK MINE
The Shim-Tek mine’s surface level entrance is marked by a massive warehouse and a few external support buildings, including a security office from which the mine’s securityfeeds can be viewed. From the surface, a foreman oversees a crew of a few dozen miners, technicians, and engineers who operate equipment, inspect ore, and monitor seismic activity.
The remainder of the workforce is robotic, as the Shim-Tek mine utilizes a high level of automation.[/spoiler]
The mine has several active shafts, each accessed via a few personnel lifts and containing dozens of drifts. Haulage tunnels wide enough for industrial machinery and transport vehicles corkscrew through the ground around these shafts, enabling easy transport of materials and shimmerstone throughout each level of the mine.
The mine’s lowest level is still under construction; scaling has yet tobe completed in some areas, which makes falling rocks a potential danger to the PCs. From here, Makosa forces shimmerstone-infected miners to excavate a new pit so they can access the large shimmerstone deposit that Makosa has psychically bonded with. As the PCs enter the mine, Makosa leverages this bond to turn the mine, its occupants, and the technology within it against them.
The PCs will have many opportunities to rescue Shim-Tek employees as they explore the mine. Keep track of the number of employees they rescue, as their success affects the bonus pay Shim-Tek rewards them with.
Warehouse
A truck stands abandoned at the warehouse entrance, its rear doors open and its forklift halted in the process of raising a crate marked with the Shim-Tek logo. Multiple other crates await loading, each filled with raw red crystals. Countless vehicles and machines litter the inside of the warehouse—some were crashed, and the rest were violently damaged with a variety of tools that remain scattered throughout the area. Amid this mess are the lifeless corpses of six miners.

Mining lore, physical science lore 28 or crafting 32:
A PC who examines the crystals and succeeds at a DC 28
Mining Lore or Physical Science Lore check or DC 32 Crafting,
Nature, or Occultism check determines that these crystals
are shimmerstone despite being the wrong color—they’re
red instead of blue. A quick search through the rest of the
warehouse reveals only more red shimmerstone.

Security office
The door to the security office has been broken down from the outside. Inside, most of the security monitors have been smashed in with a chair, though one of the screens remains functional. A secure locker in the corner is locked.A PC who spends 10 minutes at the security console can flick through the mine’s security feeds, viewing them one by one throughthe only functioning monitor. After doing so, the PCs determinethat all levels of the mine have been abandoned except for the deepest level, where it looks like some of the miners are still working.
computers 30:
A PC who succeeds at a DC 30 Computers check toHack the security console can sift through archived footage, quicklydiscovering two important events: a brawl and a suspicious miner. The brawl began as a fistfight between two people in the warehouse and quickly turned into a violent free-for-all as miners attacked each other and the equipment with makeshift weapons, including tools and bare fists. The destruction escalated further when a miner drove a forklift through the chaos, ramming it into a crane that was nearly pushed over.
This sparked a flurry of intentional vehicle collisions. From here, the riot flowed into other levels of the mine.
One miner stands out among the rest, a kothama who walked pointedly into the depths of the mine rather than engage in violence. They moved as if in a trance, eventually entering an area of the mine so new it lacks a security feed. This unidentified site is on the deepest level of the mine. In time, numerous other miners traveled the same path and vanished into the unmonitored section of the mine.Treasure: The locker is locked with a superior lock (five DC 30 Thievery checks to Pick a Lock). Alternatively, a PC who succeeds at a DC 34 Athletics check can Force Open the locker. Inside is an elite riot shield, an ultimate shock truncheon, an ultimate laser pistol, two elite batteries, four superior medpatches, and four superior hypopens

Foreman’s Office
The foreman’s office contains a flimsy desk with a computer and a large chunk of raw red shimmerstone. The computer is password protected, but the foreman is forgetful and keeps the password on a note hidden beneath the computer’s keyboard. Any PC who searches the room or desk discovers this note. The computer contains mining logs, supply orders, shipment receipts, personnel files, and incident reports.
The mining logs indicate that the miners discovered a particularly large shimmerstone deposit in a cave that was recently breached on the mine’s lowest level. This level of the mine is still under construction and scaling has yet to be completed, which suggests that falling rocks are a potential hazard.
The personnel files indicate that the foreman manages a team of 48 employees and that robots make up the remainder of the workforce. A PCwho’s seen the suspicious kothama on the security feeds can use the personnel files to identify them as Makosa, a miner who was hired two years ago and has been written up three times for “inattentiveness.” Follow up notes indicate Makosa might be particularly susceptible to the calming effects of blue shimmerstone.
There are no reports of violence dated before the last few days of the mine’s operations. Three hours before the mine went offline, however, the foreman recorded that all the shimmerstone in the mine turned from blue to red, including samples previously packaged for shipment. The tone of these reports suggests that the foreman was frustrated with the development, rather than confused or afraid.
Personnel Lifts
The personnel lifts are currently inoperative, though a muffled voice is barely audible from the central lift. A PC who pries open the doors to the lift by succeeding at a DC 25 Athletics check and looks down discovers three employees on the platform. Two are unconscious, and the third is lying on the floor, calling weakly for help.
A PC who examines the lift and succeeds at a DC 25
Computers, Crafting, or Thievery check
determines that it’s undamaged and deduces that it’s been remotely shut down by a process that overrode the safety mechanisms. This indicates that someone intentionally trapped the miners on the lift between stops. Reactivating the lift requires a PC to succeed at a DC 34 Computers, Crafting, or Thievery check. Once reactivated, the lift automatically rises to the surface level and opens, revealing the trapped miners. PCs who are unable to activate the lift can improvise other methods to rescue the employees.
All three of the employees are janitors who were less exposed to redshimmerstone that the rest of the staff. When the riots began, these three attempted to flee rather than fight. They suffered severe injuries on their flight to the lift and nearly made it to the surface before Makosa noticed and remotely deactivated the lift, trapping them inside. They’ve languished here since. Two are unconscious but stable (Malek and Lana [shocked male and female human janitors]), and the third is delirious (Koroyo [stoic vesk janitor]). If healed, they share a harrowing tale of growing tensions, sudden violence, and a panicked flight for escape as their friends turned on one another. They don’t know about the red shimmerstone, as they are rarely exposed to shimmerstone at all.


Computers: 1d20 + 28 ⇒ (13) + 28 = 41Ray tries to fix the lift.

Second Seekers (Luwazi Elsebo)

Host Shirren (winged) (Perception +24, AC 34, Fort +23, Reflex +24, Will +26, HP 205/205, Vitality Network 25/66) Mystic (Elemental) 15

K'zish looks over the foreman's desk, while Ray is getting the lift online to extract the first workers. After trying to see to their immediate injuries, they take a marker from the foreman's office supplies and draw three quick tick marks on the inside left forearm of their armor, softly chittering without words, in a sort of verbal tick, while projecting their actual thought to the other team members, "If these three can be evacuated, that leaves forty-five others that could be inside. Possibly dead, possibly wounded, possibly hostile, but we should keep track, to have some idea of how many may be hostile and how many are simply unaccounted for."

They turn to looking through the security feeds to try to get further information.

Computers to look through the accessible security systems: 1d20 + 20 ⇒ (4) + 20 = 24

..but meet with little success.


8-07 Map DungeonMaster

2 more people to roll, only 1 of 6 checks passed. What about the operative you all are working on?


Male Medium humanoid (Vesk) Soldier 15 | HP 235/235 | AC ** | Ft +27 ; Rf +24 ; Wi +23 | Perc. +21 ; Stealth +22 ; Darkvision | Speed 20 ft | Active conditions: None.

The vesk inspects the warehouse.

"Oh! These crystals are shimmerstone. Those are
red instead of blue."

Beapear looks around and finds that the rest of the
warehouse reveals only more red shimmerstone.

Mining Lore: 1d20 + 25 ⇒ (10) + 25 = 35


8-07 Map DungeonMaster

So that is 2 checks down. (Each person can keep trying until that person crit fails.) keep trying on that dc 30 computers check).


Having finished with the lift, Ray goes back to the security office.

Computers: 1d20 + 28 ⇒ (4) + 28 = 32


Sorry, for some reason, I missed the earlier roll.

Second Seekers (Luwazi Elsebo)

Host Shirren (winged) (Perception +24, AC 34, Fort +23, Reflex +24, Will +26, HP 205/205, Vitality Network 25/66) Mystic (Elemental) 15

As the team starts to move in K'zish tries to look over the crystals.

Nature to examine crystals: 1d20 + 28 ⇒ (1) + 28 = 29

But also without showing any great familiarity with Shimmerstone.

They try get get the shaft open, before Ray gets the lift working.

Athletics to open shaft: 1d20 + 18 ⇒ (15) + 18 = 33

Once the doors are open, they cast a spell to Adhere the doors in their open position, to make sure an automatic closure won't prevent recovering the people.

And they examine the disabled lift, to see what they can determine.

Thievery to examine shaft: 1d20 + 20 ⇒ (20) + 20 = 40

"It looks like this was sabotaged, not some an accidental failure. Either someone was afraid they were also a risk, or it was malice like the attackers were showing. Ray, can you tell how well this lift is networked? Whether it's likely that could have been done from below, to stop them from leaving?"

After Ray gets the lift online, and the miners are brought up, K'zish breaks out the medical kit they brought along and does their best to treat the injuries sustained, while listening to their account.

Medicine to treat the minors: 1d20 + 24 ⇒ (3) + 24 = 27

I think that accounts for the other things that needed to happen before Ray repaired the lift?


8-07 Map DungeonMaster

You forgot about the locker, inside the locker in the computers dc 30 spoiler, well, you can keep trying as long as you don't roll a 1 and even then you can keep trying cause all you do is break the picks, so I'm going to say you did.
Inside is an elite riot shield, an ultimate shock truncheon, an ultimate laser pistol, two elite batteries, four superior medpatches, and four superior hypopens.
Anything else before I move you all to the map?

Second Seekers (Luwazi Elsebo)

Host Shirren (winged) (Perception +24, AC 34, Fort +23, Reflex +24, Will +26, HP 205/205, Vitality Network 25/66) Mystic (Elemental) 15

I think it seems like time to move in, to me


Ray would like the pistol (and the stats for it).


Male Medium humanoid (Vesk) Soldier 15 | HP 235/235 | AC ** | Ft +27 ; Rf +24 ; Wi +23 | Perc. +21 ; Stealth +22 ; Darkvision | Speed 20 ft | Active conditions: None.

Beapear picks one superior medpatche, and one superior hypopen.


8-07 Map DungeonMaster

As soon as I can post the map I will. The rough hewn mining tunnels widen into a large room clearly meant to serve as a muster point or break room, although it has yet to be furnished. The walls are carved into a larger than life panaroma of eight heroic beak saints battling faceless, demonic foes across a frozen tundra. perception checks please


Ray Perception: 1d20 + 19 ⇒ (9) + 19 = 28

Second Seekers (Luwazi Elsebo)

Host Shirren (winged) (Perception +24, AC 34, Fort +23, Reflex +24, Will +26, HP 205/205, Vitality Network 25/66) Mystic (Elemental) 15

Perception: 1d20 + 24 ⇒ (10) + 24 = 34

Acquisitives

Human (Perception +24, AC 36, Fort +24, Ref +27, Will +25, HP 191/203) Envoy 15

perception: 1d20 + 24 ⇒ (14) + 24 = 38


8-07 Map DungeonMaster
FlaskOfChuckles wrote:
Ray would like the pistol (and the stats for it).

It is a laser pistol, with the max damage dice and the max to hit bonus as shown in the playtest Starfinder 2e book.


8-07 Map DungeonMaster

You notice a hazard, which you can disable

PLASMA NETWORK
UNCOMMON MAGICAL TECH TRAP
HAZARD 12
Stealth DC 32 (expert)
Description An impenetrable plasma barrier blocks the room’s
north and west exits. These barriers are controlled at a
nearby console.
Disable DC 32 Arcana or Occultism (expert) to trigger magical
safeguards, DC 32 Computers (expert) to Hack the console,
DC 34 Crafting or Thievery (master) to rewire the console,
or DC 30 Vidgaming Lore (trained) to beat the game; each
success disables one of the two plasma barriers.
AC 33, Fort +25, Ref +19
Hardness 20, HP 44 (BT 22); Immunities object immunities
Plasma Shock [reaction] Trigger A creature touches the barrier;
Effect The trap deals 3d10+14 electricity damage to the
triggering creature (DC 36 basic Reflex save).
Reset The trap resets automatically. A disabled or destroyed
barrier does not reset


"Stay back," Ray says, "I want to give this a try."
Computers: 1d20 + 26 ⇒ (4) + 26 = 30


Um, do we have hero points?


Male Medium humanoid (Vesk) Soldier 15 | HP 235/235 | AC ** | Ft +27 ; Rf +24 ; Wi +23 | Perc. +21 ; Stealth +22 ; Darkvision | Speed 20 ft | Active conditions: None.

Beapear has poor ability to desactivate the trap.


8-07 Map DungeonMaster
FlaskOfChuckles wrote:
Um, do we have hero points?

I think so, this uses the same system as Patfinder 2e, go ahead and use one. Gm glyphs going around everyone probably has 2


Computers reroll: 1d20 + 26 ⇒ (12) + 26 = 38


8-07 Map DungeonMaster

disabled, map is up, left or up?
Map


Any objections to left?


Male Medium humanoid (Vesk) Soldier 15 | HP 235/235 | AC ** | Ft +27 ; Rf +24 ; Wi +23 | Perc. +21 ; Stealth +22 ; Darkvision | Speed 20 ft | Active conditions: None.

Beapear has no objection.

Second Seekers (Luwazi Elsebo)

Host Shirren (winged) (Perception +24, AC 34, Fort +23, Reflex +24, Will +26, HP 205/205, Vitality Network 25/66) Mystic (Elemental) 15

Sure, left. A bit confused by this map, though. Is there any kind of description of what eother direction looks like or anything?


8-07 Map DungeonMaster

Can’t update the map right now, but you are in A3 and you see two employees singing and playing some songs. The song is magical and must be stopped. performance, perception, arcana and occultism to tell what is going on, you may roll all 4 checks. And to disable the song you must you need another set of checks, each of you roll one check. As a group you must succeed twice, to disable the song roll music lore, performance, arcana or occultism. You can roll again, but essentially you are in rounds and you Starfinders go before it.


Male Medium humanoid (Vesk) Soldier 15 | HP 235/235 | AC ** | Ft +27 ; Rf +24 ; Wi +23 | Perc. +21 ; Stealth +22 ; Darkvision | Speed 20 ft | Active conditions: None.

Beapear observes or listens, but won't be able to intervene.

Perception: 1d20 + 21 ⇒ (19) + 21 = 40


Ray Perception: 1d20 + 23 ⇒ (16) + 23 = 39
Ray Arcana: 1d20 + 22 ⇒ (2) + 22 = 24

Second Seekers (Luwazi Elsebo)

Host Shirren (winged) (Perception +24, AC 34, Fort +23, Reflex +24, Will +26, HP 205/205, Vitality Network 25/66) Mystic (Elemental) 15

K'zish does their best to make sense of the song

Performance: 1d20 + 16 ⇒ (15) + 16 = 31
Perception: 1d20 + 24 ⇒ (11) + 24 = 35
Arcana: 1d20 + 18 ⇒ (1) + 18 = 19
Occultism: 1d20 + 20 ⇒ (3) + 20 = 23

And, if they can unravel the thread, try to find the right note to tug loose to undo it.

Occultism to Disable: 1d20 + 20 ⇒ (17) + 20 = 37

Acquisitives

Human (Perception +24, AC 36, Fort +24, Ref +27, Will +25, HP 191/203) Envoy 15

Navasi also does what she can to understand the song

Performance: 1d20 + 20 ⇒ (3) + 20 = 23
Perception: 1d20 + 24 ⇒ (9) + 24 = 33
Arcana: 1d20 + 17 ⇒ (14) + 17 = 31
Occultism: 1d20 + 17 ⇒ (3) + 17 = 20

And, if she can, to undo whatever is happening

Performance to Disable: 1d20 + 20 ⇒ (1) + 20 = 21


8-07 Map DungeonMaster

You passed, so copying and pasting the info

A3. Alcove of Song
Two delirious employees stand in this room, carving musical notations into the walls with their claws and fingernails as they continually mutter “I hear you.” A PC who succeeds at a DC 32 Performance check determines that the music would sound like shrill wails or screams if played, with periodic lulls of calm akin to pained moans. A PC who succeeds at a DC 32 Perception check notices an eerie image obscured amid the notations: a monster explosively hatching from a spherical egg. Lastly, a PC who succeeds at a DC 34 Arcana or Occultism check also realizes that the carvings are attuned to a powerful psychic force and could cause harm if activated or played.
Hazard: If the PCs prevent the employees from continuing their labors in any way, the employees scream, triggering the magical song they’ve carved into the wall—a psychic echo of the birthing pains of the Newborn. You disabled the hazard
If anyone has the scenario, I cannot copy and pasted the map to my google docs, adding it would be appreciated. My computer won't let me copy and paste.

After clearing out A3, you can circle back around to A2. You can head northwest to A4, or northeast to A5. If you run into combat, I'll handdraw that portion of the map.


I put the map on the slide, but I don't know the scale we are using. (Or should I start a new slide?)


8-07 Map DungeonMaster

Yea just start a new slide. You don’t have to cover anything up.


8-07 Map DungeonMaster

Looks like flask put up the new map on another slide. You’ve explored A1 and A3 you are currently in A3, where to now? A2 or somewhere else?


8-07 Map DungeonMaster

I’m assuming you head to A2. The walls, floor, and ceiling of this part of the tunnel is completely encased in steel, making it safe for miners to take place shelter in case of a collapse. You discover and experimental mining drill, this functions as an ultimate screamer with an elite battery. A4 Gathering Hall[/b] A long smooth dining table stands surrounded by benches, all carved from the same chunk of dark stone. The light in this room flicker, spilled light over the blood splattered table, which was set for a meal that was never served. In a niche to the north, stone carvings of a variety of people with their hands linked face the dining table—it is a depiction of Vesk, Pathtra, Korhamas and other residents of the Veskarium at peace. Their eyes are fragments of shimmerstone that must have once glowed a peaceful blue but now burn red. Numerous employees are slumped to the ground unmoving. 2 dead, 4 unconscious. you now have A5 and A6 to explore which actually have dangers.


Can we check on the injured and try to use Medicine?


Male Medium humanoid (Vesk) Soldier 15 | HP 235/235 | AC ** | Ft +27 ; Rf +24 ; Wi +23 | Perc. +21 ; Stealth +22 ; Darkvision | Speed 20 ft | Active conditions: None.

Beapear peaks around, as medical stuff is not his ability.

Second Seekers (Luwazi Elsebo)

Host Shirren (winged) (Perception +24, AC 34, Fort +23, Reflex +24, Will +26, HP 205/205, Vitality Network 25/66) Mystic (Elemental) 15

K'zish marks 6 more ticks off on the inner forearm of his armor, nothing the additional employees, and drawing a small frown over each of the two dead, before setting in to try to render aid to the living.

medicine: 1d20 + 24 ⇒ (4) + 24 = 28


8-07 Map DungeonMaster

The injured are stabilized, but still unconcious as K'zish does it. Where to now?


Male Medium humanoid (Vesk) Soldier 15 | HP 235/235 | AC ** | Ft +27 ; Rf +24 ; Wi +23 | Perc. +21 ; Stealth +22 ; Darkvision | Speed 20 ft | Active conditions: None.

Beapear geads to the first location that was not explored yet.

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